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You wake up and realize you should move to better method of blocker passive application.
Version 1.40.00
Added a "Block Automation" toggle to creatures affected by automation, so that you can disable it for certain creatures. Look for the orange skull icon.
Changed the default automation icon to a uniquely-colored indigo icon to distinguish it from the basic green icon in the core game.
Replace Crawling Gnaw's IsTargetableCorpse() check with the same check used by Animate Dead and Create Undead (that removes the effect of many damage types rendering corpses invalid).
Version 1.39.06
Added PLAYABLE/AVATAR tag checks to automation reckoning.
Version 1.39.05
Added Target_CreateUndead_Sailor_Warlock to ADPP_Patronizing as a warlock-specific Create Undead alternative. Updated Spell List Add-on with this. Probably won't remove original spell from your list in existing saves.
Version 1.39.04
Forget to extend previous update's fix to warlock version of Animate Dead.
Version 1.39.03
Fixed an oversight in removing reanimation death type limitations that allowed a corpse to be used more than once.
Version 1.39.02
Automation is now set to off by default, because I can't keep dealing with PEBKAC.
Version 1.39.01
Fixed TargetConditions by removing khonsu that inexplicably broke despite changing nothing. Rather it work than spend more time troubleshooting needless khn.
Version 1.39.00
Automation is now only granted to player-character avatars.
Increased automation radius by 25% to compensate for better coverage.
Automation toggle is now per-character (where previously it toggled the entire party) in case you have many player-characters and need to disable piecemeal.
Everything else works the same as before.
Version 1.38.05
5e: Creatures killed by fire, radiant, necrotic, acid, or any other particular damage type are no longer invalid targets for Animate Dead and Create Undead.
Version 1.38.04
Fixed a potential performance issue by removing a HasStatus check from automation.
Version 1.38.03
Toggles are now only applied to creatures with the PLAYABLE tag.
Version 1.38.02
Defined StackId as "Ignore" for a couple toggle-related statuses.
Version 1.38.01
Changed invisible passive application status to SG_RemoveOnRespec—now removes on respeccing your character or below.
Added toggleable passive that removes all of the mod's toggleable passives, itself included.
Version 1.38.00
Changed passives to be applied on either toggling non-lethal or after a short rest. Should be compatible with older saves, and on saves to which AD++ hasn't been added, will automatically add to passives bar.
Version 1.37.37
Automation now looks for the SUMMON tag as an alternative condition to a positive Summon() call.
Version 1.37.36
Added Dread Overlord exceptions to automation dash.
Version 1.37.35
Changed to self-inheritance for spells from other mods.
Added semi-nuanced Dash support for AI-controlled creatures. Big thanks to DreadOverlord for laying the groundwork.
Version 1.37.34
Change to self-inheritance for several monster blocks, passives, and boosts.
Fixed a few small stats errors that had gone overlooked.
Version 1.37.33
Brought the target radius of included spells in line with their unmodded BG3 versions to remove the undocumented buff.
Version 1.37.32
Bipedal undead can now interact with doors and certain other objects, provided no one changes it in their templates.
Version 1.37.31
Removed the AI_BLOCKWEAPONACTIONS tag from the base skeleton template. This means that most, if not all, skeletons in the game can use their weapon skills. Only did this for skeletons because it's undead derived from the base skeleton template that are the ones that tend to have weapons.
Version 1.37.30
Fixed issue with tag not being byte-swapped and the resultant lack of Undead race application and the resultant lack of automation. (u_x)/
Version 1.37.29
Changed Death Knight model to something that's more obviously undead (Death Shepherd).
Version 1.37.28
Added skull to GEN_Skeleton_Generic treasure table.
Version 1.37.27
Had to walk back built-in Necromancy Expanded support, because: When a mod adds a spell with an NE spell name to their spell lists support and the end user does not have NE, AD++ having added partial native support will result in "Not Found" icons and spell names for NE spells appearing in-game. And that's something I don't want to get bug reports about until the end of time.
Version 1.37.26
Updated Necromancy Expanded's spells so they function correctly with this mod's undead automation and corpseless toggles. Won't make a habit of doing this, since it should be in the author's mod, but they're on vacation.
Version 1.37.25
Aura of Hate now properly applies to the unarmed attacks of nearby undead and fiends, and will only apply to allied creatures.
Didn't update the version properly (accidentally changed it in the meta of Valkrana's Spellbook instead of AD++), so it still reads as 1.37.24 in BG3MM. Will fix next version.
Version 1.37.24
Removed Combat(context.Source) from automation conditional.
Version 1.37.23
Cleaned up vestigial conditionals.
Flying Ghoul 9th level now correctly requires a 9th level slot instead of 8th.
Animate Dead's Skeletal Wizard, Ghoul, and Flying Ghoul versions now benefit from Undead Thralls' additional undead when cast at 7th level or higher.
Version 1.37.22
Fixed Circle of Bones spell container by removing instances of "using" and making its entries unique spells (since this mod replaces them anyway).
Added download mirror to Valkrana's website at https://valkrana.moe/files/Animate%20Dead++.pak
Version 1.37.21
Fixed upcasting at 7th-level and above for Create Undead and Ghouls.
Version 1.37.2
Fixed ranged skeleton's base AC.
Fixed "Not Found" issue with AD++ creature names.
Version 1.37.1
Struck me after the fact how to even more fully fix Staff of Cherished Necromancy, so it now also works with its stacking essence charges.
Version 1.37
Circlet of Bones's Undead Ward will no longer spam combat log.
Staff of Cherished Necromancy no longer draws life essence from objects, and will properly remove its life essence when casting a necromancy spell using its function. Removes all life essence stacks.
Version 1.36.9
Further adjustment for automation application to cover some edge cases where party NPCs not currently in your party would apply automation in the open world.
Small loc correction in automation hover info.
Version 1.36.8
Tiny update for Valkrana's NEF prep to prevent it from removing ANIMATEDEAD_ZONE.
Version 1.36.7
Changed how additional short rest coverage is applied to only apply it to undead that don't already have it. Still tied to automation passive for now.
Switched from Ally() to Party() function for automation application to cover some edge cases where party NPCs not currently in your party would apply automation in the open world.
Version 1.36.6
Ranged skeletons now wear leather armor over a threadbare tunic or gambeson something.
Version 1.36.5
Automation buff now also allows undead in its area to benefit from short rests. Old mechanic hasn't been removed; this is additive for wider mod coverage, provided those creatures don't have BlockRegainHP() in their boosts.
Version 1.36.4
Much better automation application for undead arriving late to combat or being reanimated during.
Icon update for the WoW Death Knight mod.
Removed support blocks for mods that have been made unnecessary by 1.34.
Version 1.36.3
In an overabundance of caution in avoiding save issues, I've reverted changes to keep the potions and old automation effects in the mod, just normally inaccessible.
Changed Death Knight's sword to a +1 longsword.
Version 1.36.2
Changed Skeletal Wizard's Counterspell to Lightning Bolt, because they spam it.
Ghoul's Devour now restores HP.
Removed automation potions from tables.
Version 1.36.1
Reduced the size of Shadow's bounding box.
Made sure skeletons can open doors.
Version 1.36
Increased application radius of both Undead Thralls and Automation to 100 feet. Will hold steady there. No overhead indicator for Undead Thralls.
Added Warlock-specific Animate Dead spell and progression for use in the spell list add-on.
Skeletal Wizard will now inherit base skeleton bounds.
Mummy can jump, has melee_smart AI.
Version 1.35.4
Potential combat lag fix 2: missed the second aura.
Version 1.35.3
Potential combat lag fix.
Version 1.35.2
Possible hotfix for ranged skeleton stack.
Version 1.35.1
Forgot to add Jump to Skeletal Wizard.
Version 1.35
Automation toggle now functions dynamically in real time, and should now be compatible with other mods' reanimation spells without any need for this mod to add compatibility.
Added Skeletal Wizard as a 5th-level upcast alternative to Animate Dead.
Necromancers' Undead Thralls bonus will no longer be removed from their undead when removing the spell from their list of prepared spells.
Version 1.34
Added a passive toggle for Corpse requirements. Same place as automation. Retiring Corpse add-on from here on out.
Localization change to Animate Dead zone. It no longer stinks. Also hid it since it's now always on your portrait otherwise.
Ranged skeletons no longer wear threadbare pajamas.
Added DescriptionParams for DreadSkeleton upcasting.
Version 1.33.2
Removed Create Undead combat limitation.
Version 1.33.1
Death Knight support.
Hexblade Invocation support.
Version 1.33
Crypt Ring has access to all Create Undead options(?). Untested.
Tried removing Death Knight helmet; it's part of the model.
Updated Valkrana's Spellbook support.
Removed Russian TL because a TL mod already exists.
Version 1.32
Updated Valkrana's Spellbook support.
Russian TL courtesy deathrowmy1.
Reverted to 1.32 for now in case there are MP issues with 1.33.
Version 1.31
Added passive skill to deactivate and activate automation.
Version 1.30
Possible Crypt Lord's Ring fix.
Added melee skeleton to Circle of Bones.
Version 1.29
Melee skeletons can now use skills. Thanks for the tip, isamuchu!
Dread Skeleton automation fix.
Version 1.28
Valkrana's Spellbook icon compatibility.
Version 1.27.36
Manually updated Necromancy Expanded spells to work with this mod's "automation" and "no corpse" toggles. An exception: I'll generally defer this to the original mod author.
Version 1.27
Tentative(?) solution to a side effect of Create Undead being made into a container spell breaking a few child spells, such as that of the lantern that summons shadows.
Version 1.26
Added a reduced-threat Death Knight as an alternative Create Undead option.
Removed Magical Secrets entries, since the latest patch fixed that (and only that).
Aura of Hate now applies to unarmed attacks, I think.
Added support for upcasting using spell slots of 7th level and above. Untested.
Animate Dead++ Changes Animate Dead, Create Undead, Undead Thralls, and other necromancy stuff to allow for fixed, smoother, and expanded gameplay.
Fix: Denotes fixes strictly in the context of BG3. 5e: Changes that follow D&D Fifth Edition, upon which BG3 is built. Toggle: Optional passives that can be turned off and on. Added on short rest or toggling non-lethal. The Rest: Mainly quality of life or optional extensions.
Animate Dead
5e: Supports 5th- and 6th-level upcasting of skeletons and zombies. Two additional undead per slot.
Can now animate melee skeletons. These have denser bones.
Added Skeletal Wizard as an alternative to the Ghoul and Flying Ghoul when upcasting at 5th-level and higher.
Added an arcane glyph effect to each undead's point of origin at the time of casting for better transition.
Create Undead
Added Death Knight and Shadow as alternative options to the usual Mummy.
Can be cast during combat like Animate Dead.
Reanimation Spells
Fix: Adds info missing from some spells, such as 4th-level Animate Dead, that would break them in free reanimation areas.
5e: Creatures killed by fire, radiant, necrotic, acid or any other particular damage type are no longer invalid targets for Animate Dead, Crawling Gnaw, and Create Undead.
5e: Removed limit. Can reanimate as many undead as your spell slots allow.
5e: Upcasting support for mods that add spell slots of 7th level and higher.
Toggle: No corpses required! Instead, the spells target anywhere on the ground within range. Default on.
Reanimated Undead
Toggle: Controlled by AI during combat. Default off.
5e: Benefit from short rests.
5e: Can be healed by sources that don't specifically exclude undead, such as potions.
5e: Bipedal undead can now interact with doors and certain other objects.
Fix: Ghoul's Devour recovers HP.
Fix: Ranged skeleton now has a base AC of 10.
Ranged skeletons' clothing appearance changed to leather armor.
Skeletons' equipped weapon skills are no longer disabled.
Wizards with the School of Necromancy subclass will receive their free Animate Dead spell at level 5 instead of 6 (when any red-blooded necromancer would normally take it).
5e: HP and damage bonuses now apply to all Necromancer undead, not just those from Animate Dead.
Other
Fix: Danse Macabre is no longer broken for necromancers. Also removed its summon limit. Preserves pre-nerf version of the spell.
Fix: Staff of Cherished Necromancy now actually uses life essence, doesn't work on objects.
Fix: Aura of Hate now properly applies to the unarmed attacks of nearby undead and fiends.
Aura of Hate will only apply to allied creatures.
Some undead, like the ranged skeletons from Animate Dead, have been given better AI archetypes.
Added Fungal Infestation support per request.
Circle of Bones: Removed Undead Ward combat log spam.
Fix: Tiny fixes I forgot to record when added.
Necromancy Broken? If a necromancy-related mechanic in BG3 isn't working as intended, you can report it in the comments.
Automation and Corpse Toggles The Undead Automation and Corpse Requirement toggles are added to your Tav after either toggling the Non-Lethal passive or taking a short rest. Turn the toggles off and on if either stop working after a long rest. Automated undead now receive an orange "Block Automation" toggle, which will exempt that creature from automation if activated. For the purpose of attempting to remove this mod from a save, you can remove the toggles by respeccing or activating the "Remove Animate Dead++ Toggles" passive. To be safe, turn the toggles off before removing them.Passives add-on is defunct as of 1.38.00.
Undead Automation (Script Extender ver.) The optional "Undead Automation SE" add-on removes the automation aura, and replaces it with SE application. This allows for better performance, infinite automation range, and more responsive in-combat automation changes. Still uses the base toggle as its on/off switch. Load after AD++.
Druid, Sorcerer, and Warlock Spell Lists Re-spec casters before updating Spell List add-on to 1.03! Adds Animate Dead and Create Undead to sorcerer & warlock spell lists. Includes druid and modded warlock subclasses with Script Extender.
Other Mods
Valkrana's Spellbook — 12 new signature necromancy spells, plus more undead options.
A SubMod of Animate Dead Plus Plus and Valkrana's Spellbook — More Undead Options. Please also download the fix from AD++ optional files. Otherwise, this will strip some undead of their creature type, screw with Valkrana's Spellbook, erroneously add automation to undead, and probably more. It's still the case that this mod erroneously burns automation into some creatures, but I don't have the time to fix all of these issues.
Compatibility This was made to (hopefully) work well with other mods, but may conflict with any that make changes to Animate Dead, Undead Thralls, Create Undead, or the creatures these reanimate. Will automatically mostly support mods that add spells to reanimate undead provided those mods have
Added "or HasStatus('ANIMATEDEAD_ZONE',context.Source)" to their spells' TargetConditions.
Not added BlockRegainHP() to their creatures' boosts.
The exception lies chiefly in removing the reanimation creature limit, which this mod needs to do manually, and which has currently been done for Valkrana's Spellbook, Hexblade Invocation, and WoW Death Knight.
Highly-compatible edits to the SHORT_REST and NON_LETHAL boosts. Should be compatible with other mods that edit these unless they add "OnApplyFunctors" data. If you're using Script Extender with console enabled, you can enter the following two lines after your game has loaded to add AD++'s passives to your host character. Osi.AddPassive(GetHostCharacter(), "NegativeEnergyZone_Toggler"); Osi.AddPassive(GetHostCharacter(), "Undead_Auto_Toggler");
Installation Install with BG3MM. Ez pz bones over easy.
Load Order Load after other necromancy mods and mods that edit the SHORT_REST or NON_LETHAL statuses (see "Compatibility" above).
Or manual installation: 1. Extract to AppData\Local\Larian Studios\Baldur's Gate 3\Mods 2. If you have no other mods: Open AppData\Local\Larian Studios\Baldur's Gate 3\Player Profiles\Public\modsettings.lsx in a text editor and overwrite with the block below. Save. Skip step 3.
3. If you have other mods: Open AppData\Local\Larian Studios\Baldur's Gate 3\Player Profiles\Public\modsettings.lsx in a text editor. Place the following block below the last "Module" block in the section under "<node id="ModOrder">.
Thanks and Credits Thanks to those like LaughingLeader and Norbyte whose contributions to BG3 modding have been invaluable. Also, thanks to Nox Phantom for their work on the AI Friends mod, which was used as an initial reference for this mod's automation, to isamuchu for insight into unlocking weapon skills for skeletons, and to DreadOverlord for laying the groundwork for AI Dash support.
Necromancers are never short on friends. They have them in spades.